State of the Meta: Time to Retire Temp Alliance?

By TheChrisLS, in Imperial Assault Skirmish

The big problem with nerfing focus in any way is that it has such a disproportionate impact on rebel players. As it stands they're already down to one viable troop unit (the rangers) and removing their ability to focus is a huge hit to them. And without the ability to focus, what chance do the rebels have against something like Vader?

I don't think it's a bad idea on the surface, it's just so hard to do anything without completely throwing off the balance of the game.

Looks like Rebels are going to be smugglers, brawlers and force users with next expansion. Rangers may already belong to the past.

Edited by Golan Trevize
8 minutes ago, Golan Trevize said:

Rangers may already belong to the past.

Those killer Hunter CCs will always make the Rangers viable and with Sabine on the horizon, I don't see them going anywhere.

8 hours ago, Golan Trevize said:

So why not taking Hidden as a comparison term? It came later into the game, hence it was thought more and with data at hand. Hidden gives 1 surge and -2 opponent's accuracy. So why not making focus something like a "hidden condition for surge independent units"? I think 1 damage and +2 accuracy are a good trade-off (in average terms a focus as it is today is equal to 1.33 damage, 0.5 surge and 1.67 accuracy).

In the FB Skirmish group post where folks are debating about Temporary Alliance, I had argued that 1) Focus is the real problem and 2) giving a set bonus for Focus wasn't going to work since Focus solved many problems for many types of figures. In this example (+2 Accuracy, +1 DMG), single-figure melee activations really lose out. Maul can't use the Accuracy bonus at all. Other single-figure melee deployments -- Rebel Force Users in particular -- need the additional damage and the 50% chance for getting an additional surge so they can trigger both Pierce 3 and surge for bonus damage versus hostile figures. Additionally, having Focus become +2 Acc, +1 DMG unintentionally makes IG-88 and BT-1 more dangerous, since both can now guarantee 4 Accuracy when attacking with their primary attacks. And Focused Alliance Rangers can now regularly hit targets from 9 spaces away (instead of 8).

Please don't take this as nitpicking your particular solution, Golan. I'm just pointing out how difficult it is to get a static Focus bonus to work best across all figure types. If Focus become a grab bag of buffs you can use (Like Hera's Call the Shots), how many should be given? Rebels and Mercs have been designed explicitly to count in potentially getting that extra green die in their attack math; how do we get Focus to give them what they need without overpowering others?

Would just making Focus a blanket +1 Accuracy, +1 DMG & +1 surge work without making any changes to Gideon's & Threepio's ability to join Mercs?

It's a seriously tough problem to solve.

4 hours ago, DTDanix said:

I think the game is a lot more interesting when figures generally live through at least 1 attack.

I agree. Stormtroopers and other three-figure deployments would be viable if they could survive at least one attack.

But I do think that some units should be strong enough to possibly one-shot a figure with a cost of 4 or 5. As I mentioned above, melee Force Users (excluding Vader and Palp) should have zest in their lightsaber attacks, so when they run out and attack, that figure may not join all its rowdy friends peppering your Force User with ranged attacks.

1 hour ago, Golan Trevize said:

Looks like Rebels are going to be smugglers, brawlers and force users with next expansion. Rangers may already belong to the past.

I hope not. One of the great things about this game is the diversity allowed in army building. Rebels running with Troopers are just as iconic as the Empire hiring bounty hunters and Mercenaries... pulling in Gideon and Threepio for Focus. Ok, bad example. :)

Edited by cnemmick
37 minutes ago, cnemmick said:

In this example (+2 Accuracy, +1 DMG), single-figure melee activations really lose out. Maul can't use the Accuracy bonus at all. Other single-figure melee deployments -- Rebel Force Users in particular -- need the additional damage and the 50% chance for getting an additional surge so they can trigger both Pierce 3 and surge for bonus damage versus hostile figures. Additionally, having Focus become +2 Acc, +1 DMG unintentionally makes IG-88 and BT-1 more dangerous, since both can now guarantee 4 Accuracy when attacking with their primary attacks. And Focused Alliance Rangers can now regularly hit targets from 9 spaces away (instead of 8).

First point about melee is kind of pointless, they don't use the 1.67 average accuracy from green die in any case so I don't see how that could become a problem.

I agree that possibly 2 accuracy is too much, perhaps should be tuned, maybe +1 instead of +2, but that's a minor issue that can be investigated. The good part is that 1 damage instead of 1.33 average damage and 0.5 average surge is actually a nerf for IG88.

On the surge need for force users, I already mentioned that focus should be a solution for "surge independent" units, instead "surge dependent" units should rather go for hidden.

Of course such a change on focus can't come without the addition of 3 supports that balance out factions.

Rebels have access to focus and hidden but they lack of power tokens (in example surge power tokens).

Empire can get clawdites on board and they also have Blaise so they need a unit that can focus for cheap.

Scum lack of units that can hide for cheap which could be then used by empire too.

The key will be to balance out the list with right supports that can deliver a mix of focus, hidden and tokens. Game would get a new depth because now people have to buff units with right buffs, there would be no universal buff that always works.

It's an idea. I'm not saying it's good or bad as it is, but I feel it's definitely better than "nerf Gideon" as proposed here by many. Working on the focus rule in my opinion is a better approach than nerfing figures left and right.

Edited by Golan Trevize
11 hours ago, Golan Trevize said:

Rebels have access to focus and hidden but they lack of power tokens (in example surge power tokens)

Ko-tun

50 minutes ago, Jarema said:

Ko-tun

Surge power tokens? Also 7 points and second choice traits don't sound like an easy-access :)

Edited by Golan Trevize

power tokens in general.

And, tbh, I do not like idea of every faction getting access to easy source of every buff type. I prefer it that way, that Empire do not have equal focus opportunities compared to Rebels or Mercenaries

14 minutes ago, Jarema said:

power tokens in general.

And, tbh, I do not like idea of every faction getting access to easy source of every buff type. I prefer it that way, that Empire do not have equal focus opportunities compared to Rebels or Mercenaries

Heard.

Though, if we had to do some errata to RCP, one avenue could be:

Gideon: Rebel only on both actions (perhaps a range limit)

C-3PO: Change Focus to 1-2 Damage/Surge Power Tokens.

C-3PO would still be a solid 2p figure to buff others and Scum would have a lot of access to Power Tokens, but would have to take Jabba in order to Focus their units. Jabba could possibly do with a -1 point upgrade still, but then again, if he was the only source of Focus for scum 6 points would be the price you paid.

2 hours ago, aermet69 said:

C-3PO: Change Focus to 1-2 Damage/Surge Power Tokens.

Power tokens are a choice made at step 1 of the attack, focus happens in step 2 and can be affected by step 3, 4 and 5. There's a lot of synergies with command cards and abilities that power tokens can't replace in any possible way.

Edited by Golan Trevize

I never said that it should be the same, but it would be my version of "fix RCP and fix RCP in Scum".

Actually, I like R2 and 3PO being staples of any Rebels list. They have seen more action in the films than anyone else. This is so thematic. So please don't nerf those two little Droids for Rebels.